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File: House & DominionNWQ.jpg (28 KB, 810x425)
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For House & Dominion: Neeran War Quest

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, a General in the Factions Alliance Fleet and a Knight Commander of the House of Jerik-Dremine!

It is the year 4030 and the Neeran have launched their latest offensive. Crossing a gap between their space and Faction Territory and launching raids against less heavily defended colonies. The raiding fleets advanced towards the Centri Cluster, causing plenty of damage to Terran and Dominion territory in the process. Now they're splitting up, either heading for home or making a final run into the Centri Cluster itself.

You've been given a chance to lead the Jerik-Dremine Expeditionary Fleet and have been promoted to Knight Commander. It's the last step on the road to becoming a Baron. If you can pull this off and make a profit in the process you have little doubt you'll get the position you've been striving for.

Determined to strike a blow against the Neeran fleet while also securing large amounts of salvage for the House you've headed into the NAV TAC 2 colony zone. This area is perhaps half the size of the South Reach cluster in terms of area but lacks any large galaxies. It was jointly settled by the old Terran Alliance and House Kharbos around the outbreak of the Terran Civil War. As such it was able to resist the Kavarians in the Faction wars.

While there is Dominion territory in the cluster it now belongs mostly to minor Houses or to what the Ruling House and Kharbos can each afford to garrison. Earlier Neeran attacks have done just enough damage to render their defenses next to useless. Due to this local Houses won't offer much in the way of easy support while the Terrans simply can't. Not without pulling back most of a day's flight from potential fighting.
>>
>>40127421
FOR HOUSE AND DOMINION
>>
>>40127421
FOR HOUSE AND DOMINION!

Also I have question for you TSTG. How many plants and systems or just how large a territory do each of the factions have?
>>
To help support fleet logistics and reduce the need for any convoys part of the fleet have begun a mining operation using a Barge your House assigned. The Terrans are more than willing to part with some natural resources if it means more of their colonies are being protected. Any remaining materials shortages are being covered by salvaging scrap from destroyed Neeran ships.

A personnel problem had to be dealt with resulting in the transfer of Verilis Rah'ne to act as the Liaison and Tactical Coordination Officer with the Terran fleet elements under your command. You're glad the entire situation didn't result in the veteran being demoted or outright relieved of command.

Admiral Chen has assigned a number of powerful ships to your command. This will give you the chance to directly threaten Neeran Supers for one of the few times in your career. And the first time that doesn't automatically require ramming or Veckron Torpedoes.

"Reynard, both EX Mega's I gave you have a Veckron launcher and five warheads. The crews know what sections to evacuate before battle. Just use care, we don't have many of those warheads left in this relay. Most were shipped to the Terran or Faction Alliance bases in the relays near Shallan space. The Neeran offensive in that region just crippled our largest stockpile there. It was only confirmed yesterday."

"I'll have to see what the house wants to do with me after this deployment, but I am interested."

"You're on an exceedingly short list of people that might be willing to take on high risk salvage operations. That station had two thousand veckron warheads and thirty six heavy plasma cannon turrets. I think even a small share of the salvage would be worth it to your people."

"Incoming contacts!" Warns sensor officers aboard both your ship and the Admiral's.

"Good luck! Chen out."
>>
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>>40127672
>How many plants and systems or just how large a territory do each of the factions have?
More than I'm interested in counting and vast.

House Jerik-Dremine's home territory only has 3 naturally habitable worlds and around 10 terraformed worlds in an area the size of Battletech's Inner Sphere. Part of that is because several large nebulae make most systems in your home territory uninhabitable.

Part of that is because I didn't expect Kepler to find so many near habitable exoplanets.
>>
>>40127897
Would the assumption of about 10-20 thousand habitable worlds per faction be correct or would it either be to much or to low?
>>
>>40127897
>Part of that is because several large nebulae make most systems in your home territory uninhabitable.

Even with planetary shields? Or are these simply too expensive for J-D?
>>
>>40127930
Those numbers sound entirely reasonable.

>>40128433
Planetary shields won't fix everything.

>>40127854
"We have rough formation data on the Neeran fleet we're targeting sir."

You quickly plot out where you'll need your ships to deploy once your fleet jumps in. The main fleet will go straight for the enemy Super while the Assault Corvettes will attack the flanks. Battlecruisers will assist on the flanks where needed. Any remaining corvettes will hang back with Odyssey and go where they're needed.

"Estimated enemy arrival in 30 seconds."
"Navigators do you have our jumps plotted?"
"No sir, we can't calculate an end point until they drop out of FTL, we're too close to do otherwise."

"Can you get us a better estimate from the station?" you ask, still hoping to jump the enemy as quickly as possible after reversion.

"Sir, the Neeran won't exactly be transmitting where they're going to the Guild." points out your ops officer.
Tes'us seems glad she wasn't the one needing to point that out.

"Neeran fleet has landed. One light year short of estimated target zone."
"All fleet elements jump, we need to take them by surprise."

Coordination and jump accuracy between your new fleet elements are not what you would have hoped. It might have been better to wait even it it meant giving the enemy more time to prepare. Right now plenty of your ships are out of position.

The EX Megas still have a straight run in at their targets, you just don't have as many people available to target the Heavies on the right flank.

[ ] Push in the left flank more quickly than you'd planned
[ ] Shift assets to the right flank to cover the gap
[ ] Divert some of the EX Mega's fire to the right flank
[ ] Other
>>
>>40127421
STEAL VERSA

CORPORATE AI

FREE AI RIGHTS
>>
>>40128913
Push left flank hard, relegate right to defensive/holding while left rolls up the line. Megas to provide support fire when needed but to prioritze the heavy. Spare ships with odessey to form a reaction group if the right is in danger of collapse.
>>
>>40128913
>x ] Push in the left flank more quickly than you'd planned
>>
>>40128913
>[X] Shift assets to the right flank to cover the gap

And let Odyssey do what they want.
>>
"Push on the left flank. We don't have time to pull back and reform our line."

You check the list of units deployed there. Mostly your people. "Day, see if you can kill that Heavy Carrier before it becomes an issue.”

“On it.”

The Carrier attempts to direct all shields aft to cover the launch of it’s corvettes. The ball shaped craft form up aft and begin firing towards the three oncoming wings of assault corvettes. A hail of conventional torpedoes and missiles hammer the shield, even as the corvettes try to reinforce it.

Lorraine’s Madeye squadron push their engines, swinging in from farther out on the flank and letting loose with their plasma cannons. Unprotected by shields in that section the heavier weapons punch through armor and into the main bays. A few corvettes inside explode and fusion flame pours out of the bay doors and other openings.
Within seconds your corvettes sweep past finishing the job and killing the remaining escorts.

Up ahead the Battlecruisers have taken down a heavy cruiser with Mike’s help. They’re able to damage the farthest one with a few stray SP’s before it pulls back to the bow area of the Super.

Right flank forces have damaged one of the Heavy Cruisers there but are not pushing hard as the Super is beginning to launch corvettes.

It is a Super Carrier, but it’s taking them time to deploy their corvettes, all of which seem to be elite units.

While this has been going on both of the EX Megas have been preparing to do their part. After lining up their approach the rectangular ships roll to bring the large scale weaponry mounted on the dorsal and ventral surfaces to bear. Smaller weapons like phase cannons, missile and torpedo batteries open up the moment they have a clear shot, filling space between the supers as the Neeran Carrier responds in kind.
>>
You havent actually seen the newer Republic weapons in use personally, only through battle recordings or the heavily controlled propaganda screenings. One thing you notice is that they seem to take forever to charge. When the cannons do eventually fire it almost takes you by surprise.

Bright beams larger than anything else on the faction ships streak out and impact Neeran shields, driving deep craters into them with the more direct shots. The more glancing blows leave shallower marks in the shield but they’re still large enough that it will take time to recover.
The Heavy guns on your second EX recoil in their mountings, thrown back nearly half of their length with the force of the shot.

This second volley is more accurate than that of it’s sister ship, all but one of them landing direct hits.

"The Neeran Super's aft shields are nearly depleted sir!"

Unfortunately it's going to take another minute for the Mega's main guns to recharge. Not enough for the enemy shields to regenerate but enough that it could drag out the battle.

[ ] Let the EX Mega's handle their target
[ ] Fire SP Torpedo volley into weakened shield
[ ] Other
>>
>>40130302
[X] Fire SP Torpedo volley into weakened shield
>>
>>40130302
[X] Fire SP Torpedo volley into weakened shield
We take no chances with Neeran Super Carriers, especially one that is packing plenty of Elite Balls.

Also the right flank should probably advance with Medium support to engage the closest Heavy Cruiser. And to be able to performe a pincer attack on the two remaining Heavies with the left flank forces.
>>
>>40130302
>[X] Fire SP Torpedo volley into weakened shield

We really don't need to face more elite corvette units. Try to limit the volley to FA and Terran SP torps, if possible.

Also, pull back any damaged ships, especially that half strenght elite unit above the "F" in "Fire Zone".
>>
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>>40130302
>[x] Fire SP Torpedo volley into weakened shield

God damn those guns sound awesome.

FTL Guns when?
>>
https://www.youtube.com/watch?v=GnU1il3HPUs

“Reynard to EX Mega’s, fire an SP Torpedo Barrage.”

“We copy.”
“Understood.”

Both ships maneuver slightly, the better to allow their broadside torpedo batteries a clear shot.

Phase cannons and smaller plasma weapons hammer away at the Neeran shields trying to slow their regeneration, but the craters are gradually beginning to refill.
The Torpedo batteries launch their SP’s in sequence so that they’ll arrive at the target around the same time.

Corvettes continue to launch from the Super carrier, those on the left flank facing a wall of incoming weapons fire the moment they get clear of their mothership. Your fire superiority on that side is causing heavy losses to the enemy forces. Flank weapons on the Carrier try to aid the corvettes but your people are staying just out of the most effective range.

“Heavy Carriers are trying to charge their FTL for a micro jump but they don’t have enough power yet.”
“What about the Super?”
“They’re not even trying yet. Their drives may take longer to recover.”

At last the SP Torpedoes arrive at their target, penetrating the recovering shield before detonating, blasting small bubbles in them. The already weakened aft shield is rapidly beginning to look like swiss cheese, the gaps allowing small numbers of the warheads to strike hull in some areas. The damage to the hull and drives is minimal but with the shield in its current state you hope it will speed things up a bit.

The first two HPC shots pass cleanly through a pair of holes in the shield and punch through the outer hull armor. Plasma and debris boil back out of the two new holes and a few secondary explosions rip through nearby sublight drives.

The Neeran have already begin to roll the ship, trying to bring less heavily damaged shields to bear when the remaining guns fire. Several beams impact slightly stronger sections of the shield, weakening them further but failing to reach the hull.

>cont.
>>
That was me. Dont know what happened to my trip, I wasn't posting elsewhere.
>>40131619

In the end 4 more shots are able to strike the aft sections. A sizeable portion of the ship’s drive section is now engulfed in flames. Not enough to fully cripple it but enough that it won’t be able to jump soon.

“With that damage and the hole in the shield some of our corvettes could get in close. Follow the hull, disable weapons or possibly even get inside to do damage.”
points out one of the Terran Wing Commanders.

Each of the remaining Heavy cruisers, their captains seeing this is a lost cause micro jump to the edge of the system.

1) Send mixed wings / Odyssey after them?
Y/N?

2) What do you plan to do about the still very dangerous Super Carrier and their corvettes that have yet to launch?
[ ] Keep hammering super carrier from range
[ ] Send corvettes in close to disable
[ ] Send corvettes in close to kill
[ ] Attempt capture
[ ] Jump to next fleet, come back later to finish them off
[ ] Other
>>
>>40131699
1)
>Y

2)
[x] Keep hammering the super carrier from range.
>>
>>40131752
Seconding. Though pursue forces should return quickly in case they cannot easily catch the runners.

We need reserves.
>>
>>40132048
>>40131752
Roll 4d20 for pursuit forces. Because we're not using enough dice.
>>
Rolled 13, 3, 15, 9 = 40 (4d20)

>>40132062
>>
Rolled 11, 3, 7, 1 = 22 (4d20)

>>40132062
>>
Rolled 1, 5, 7, 4 = 17 (4d20)

>>40132062
>>
>>40132154
Oh my.... I am so sorry for that guys.
>>
Rolled 13, 17, 16, 17 = 63 (4d20)

>>40131699
>1
Y, it's what they are there for after all and the extra salvage is gooooood.

[ ] Attempt capture
Attempt capture if we can swarm it with all those 200 000 soldiers we brought with us. If that is not possible then let's take advantage our all these elite Corvette pilots and
[ ] Send corvettes in close to disable
>>
>>40131699
Yes to sending the mixed wings after them.

I'm also in favor of taking the enemy super out with long range fire but maybe we should also offer them the chance to surrender at some point?
>>
>Keep hammering super carrier from range
Seems to be majority vote.
You will of course begin broadcasting your usual demands for their surrender.
>>
>>40132211
We don't have the manpower to let them surrender. Holding and preventing the liberation of the super and crew would be crippling.

That said, I'd be all for letting them try to surrender and blasting the super in half when they drop shields.
>>
>>40132458
>Holding and preventing the liberation of the super and crew would be crippling.

Surrendering while on a ship usually involves getting everybody on lifeboats and then scuttling said ship.

It would simply save us time and prevent personnel losses on both sides.
>>
>>40133057
Better to blow her in half and hope they overlook a system like a shield generator due to damage to power relays and surrounding sections.

Scuttled ships seem worthless and we'll still need to waste time while they scuttle her and deny us intel and salvage.
>>
“Odyssey, break off and follow the Heavy Cruisers that just jumped out. I’m sending three mixed wings to assist.”

“If you think it’s for the best. Jumping out.”

Your reserves soon follow. Before long the reports you start to get back from them are less than the usual stellar results seen with these elite units. Siri Thal’s unit is forced off and has to jump clear when the three heavies direct all fire from their upgraded weapons towards her people. Their retreat also disrupts Odyssey’s ability to effectively engage and the medium likewise needs to retreat momentarily.
An attempt to re-engage ends in a similar manner and they jump back to the support fleet’s position for repairs.

“This is Odyssey, we have a problem with our shield generators. We’ll be out of action for 4 hours while we conduct repairs but will try to rush them.”
“What happened to your shields?”
“Phase variance problem. They were able to lock onto the frequency of our new shields.”

Well you suppose those are the risks of using prototype equipment.

Alex and Pozzi manage to disable or destroy two of the Heavy cruisers before the third escapes untouched.
“I don’t have enough high speed ships to risk a pursuit, we’re on our way back.”
>>
https://www.youtube.com/watch?v=mQbdxhM9fKY

Back at the main battle you’ve continued showering the Neeran Super with cannon and torpedo fire. The Mega’s are moving towards opposite flanks now, continuing to target the now thoroughly crippled aft sections. You think a heavy plasma cannon shot struck one of the aft bay areas but you’re not sure.

Six wings of elite corvettes have been destroyed while three more are trying to stay below the rapidly shrinking remains of the shield.

“Sir, our wing commaners are reporting they’ll run out of conventional torpedoes soon at this rate. They’ll need to jump back to support fleet to rearm.”

You could always deploy fighters from EBON, they’re standing by in a good location but it will take valuable time to bring the back aboard if or when you head for the next site.

“The super carrier has ceased fire.”
“Detecting teleporter activations!”

“All ships stand by, they may try to self destruct.” You warn.

Half a minute later the acting captain of the Super signals that they wish to surrender. Most of the senior officers have now left the ship.

"How long would it take us to completely destroy that ship?" you ask.
"With their shields down? 15 minutes or more with our new Megas and their energy weapons."

[ ] Refuse their surrender
[ ] Accept / Tell their crew to go to lifepods
[ ] Accept / Signal the Alliance for recovery teams (Leave ASAP)
[ ] Other
>>
>>40133704
>[X] Accept / Tell their crew to go to lifepods
>[X] Accept / Signal the Alliance for recovery teams (Leave ASAP)

A combination of these seem best. I think we can't really afford to lose the chance to capture one of these ships largely intact.
>>
>>40133704
[ ] Accept / Tell their crew to go to lifepods
"Would you kindly not set the self destruct since in the end that would be hurtful for everyone involved."

I am willing to give them the benefit of the doubt. Really the reward to capture one of these for the House somewhat intact is great enough to risk the lives of our Marines to a self destruct.
>>
>>40133704
>[X] Accept / Tell their crew to go to lifepods
>[X] Accept / Signal the Alliance for recovery teams (Leave ASAP)
>>
>>40133704
Blast the ship in half.

Sitting here to take prisoners endangers our fleet to Neeran attack, putting marine forces aboard cripples our fleet's anti-boarding capacity and our ability to capture other ships, and leaving it to alliance forces puts other assets in danger.

There is no benefit to capturing a super that the crew has time to scuttle vital systems and intel on. It only cripples our ability to inflict further damage upon the enemy.

But we do know when to fire off emergency teleporter bomb, though
>>
>>40133996
>putting marine forces aboard
Who said your fleet has to be the ones to put marines aboard?
>Signal the Alliance for recovery teams (Leave ASAP)
would involve you leaving since the carrier has no FTL and letting other Alliance forces deal with recovery.

>But we do know when to fire off emergency teleporter bomb, though
Oh right, that's ready. Did you want that team to move closer to another enemy fleet and activate it?
>>
>>40134112
>Oh right, that's ready. Did you want that team to move closer to another enemy fleet and activate it?

One thing, what if the teleporter decides to send the capsule on a friendly inhabited planet for some reason... it's going to cause a pretty bad explosion, right?

If that can happen, could we rethink using it until we're not going to blow up allied civilians if things go wrong?
>>
>>40134207
>it's going to cause a pretty bad explosion, right?
Possibly. And with the antimatter bomb you would have a limited amount of time until its containment system decayed.
It is equipped with a recovery beacon should it end up on a planet. Might be a good idea to warn the Alliance brass to be on the lookout for it popping up.
>>
>>40134112
>Oh right, that's ready. Did you want that team to move closer to another enemy fleet and activate it?
Let's go for it, got to test it sometime wont we and there is no time like right now.
>>
>>40133704
>>[X] Accept / Tell their crew to go to life pods and use the bomb.
>>
Say, TSTG, would it be possible to contact RTS regarding the Terran salvage offer?

They said something is complicating things, and it might be useful if we can start shipping in specialists to survey the area asap.
>>
>>40134834
>Say, TSTG, would it be possible to contact RTS regarding the Terran salvage offer?
>They said something is complicating things, and it might be useful if we can start shipping in specialists to survey the area asap.
RSS (Not RTS, that's for mercenary help) will contact them and see if they can get any info or the clearance necessary to check it out.

“Tell their crew to go to lifepods. We’ll accept the surrender of anyone who abandons ship. Designate recovery areas where the pods can be picked up by transports.”

Next you contact Alliance command and request recovery ships for POW’s and and a suitable escort for them. Your fleet is going to be needed elsewhere and soon.

Next up you begin rotating the corvette squadrons back to the carriers to take on torpedoes. With your fire superiority you hardly used any of the Alliance SP Torp stockpiles aboard your ships and you still have plenty left for your starfighters. Not as much as usual but then you almost never use all of the ones assigned for the Starfighters.

The last of the shields go down on the Neeran Super, now adrift. Escape pods and shuttles begin to launch from the main bays which your corvettes give plenty of room. You fleet pulls back to a safe distance to monitor things.

The first of your reinforcements arrive, a squadron of Terran Knight class ships lead by a Alderamin Battleship. They assure you that they’re well armed and should be able to handle things here. The remaining enemy corvettes have apparently been abandoned and there should be too many vessels left aboard the super carrier if they’re retreating from the fighting elsewhere.

Did you still want to go after the 1st enemy fleet? They haven't jumped yet but other enemy groups are.

[ ] Jump straight there ASAP with current forces that can fight
[ ] Reform fleet, jump as a group. (Damaged ships retreat for repairs)
[ ] Reform fleet, conduct repairs, jump to midway intercept point
[ ] Other
>>
>>40136048
>[X] Reform fleet, jump as a group. (Damaged ships retreat for repairs)

How comfortable do our mixed wings feel about harassing fleet group 6?
>>
>>40136048
>[ ] Reform fleet, jump as a group. (Damaged ships retreat for repairs)
>>
>>40136048
>[ ] Reform fleet, jump as a group. (Damaged ships retreat for repairs)
All reserves come with us, every ship that is not damaged and need repairs with the exception of Majestic which will need to repair our ships after all. We are up against two Neeran Supers here and can't afford to hold back against that. If we can perform similarly against these then we've racked up one hell of a profit from these two battles alone.
>>
>>40136048
>[X] Reform fleet, jump as a group. (Damaged ships retreat for repairs)
>>
>>40136201
>All reserves come with us, every ship that is not damaged and need repairs with the exception of Majestic which will need to repair our ships after all.

I think it wouldn't be wise to leave Majestic entirely unprotected, and the Lance cruisers wouldn't really add much to our fleet.

However, how much have those light cruisers been modernized?
>>
Also question regarding Corvettes. It was said before that the Assault Corvette that carries Two Heavy Pulse cannons can not fire both at the same time due to lack of power to do so. How come the Gamma class is able to do so? Do they have some much higher performing generator or the like which could be added to the Mk.6 Assault Corvettes?

>>40136476
Leave Majestic with the Lance pair and the damaged ships? I really want to bring the largest possible force we can considering we've seen a single Neeran Super wreak 5 of our Supers.
>>
>>40136476
Don't think it really matters how much they've been modernized. They are Terran ships and they have two torpedo launchers. That equals SP's
>>
>>40136569
>Leave Majestic with the Lance pair and the damaged ships?

We should probably not bring the supply ships either.

And I think it's actually 4 Lance cruisers, they're just in a pretty old config so they count only as half as many ships when it comes to actual combat strength.

Anyway, I guess the Light Cruisers can't hurt. Even if they're not that useful in direct combat, they bring additional torpedo tubes and SPs.
>>
>>40136476
>However, how much have those light cruisers been modernized?
Shields and weapons, only the bare minimum upgrades to keep them in service. Refitting the Knight class with newer drive tech is too expensive and complicated. They're adequate for an escort role.

>>40136569
>It was said before that the Assault Corvette that carries Two Heavy Pulse cannons can not fire both at the same time due to lack of power to do so.
I said that? If I did it means I typed the wrong thing. DHI Assault Corvettes have many more hard points for smaller weapons and as a result cant fire all of them at once if they're fully kitted out. You could put 8 light pulse cannon turrets, or 6 and 2 light phase cannon turrets, but your power reserves would run out very quickly.
With 2 heavy pulse cannons on the DHI design you could still mount 4 more light turrets but you'd never be able to power all of it.

Terran corvettes stick with 2 heavy pulse and 1 light phase cannon turret or 1 regular phase cannon turret.

>>40136116
>>40136197
>>40136201
>>40136238
Your fleet jumps back to the rendevous point and links up with the corvettes that have already reloaded their torpedo magazines. This time everyone is prepared for a proper jump. Any ships not in fighting shape head in to dock for repairs.

"Bring the Light Cruisers along as well. If we get into a close fight with those Supers we may need their torpedoes.
Everyone be ready to fire as soon as we drop back to real space."

The jump to the next enemy fleet takes 6 seconds before you return to real space. You're not as close as you would have liked.

"Super Carrier and Cinquedea type Super confirmed. They are preparing to jump."
"How long?"
"Less than a minute."

You have time to focus fire on perhaps one target. Its doubtful a Torpedo barrage will arrive in time to do damage which means beam weapons only.

[ ] Target the Super Carrier (Roll 4d20)
[ ] Target Cinquedea Type (Roll 4d20)
[ ] Target the Heavies (Auto Crit)
>>
Rolled 7, 5, 4, 14 = 30 (4d20)

>>40137212
>[x] Target the Super Carrier (Roll 4d20)
rollin bone
>>
Rolled 20 (1d20)

>>40137096
>[X] Target Cinquedea Type (Roll 4d20)

It's a gunship, might as well see how well our supers fare against it.

1
>>
Rolled 5, 8, 6, 1 = 20 (4d20)

>>40137212

[ ] Target Cinquedea Type (Roll 4d20)
>>
Rolled 18 (1d20)

>>40137299
2
>>
Rolled 19, 20, 8, 2 = 49 (4d20)

>>40137212
[X] Target the Super Carrier (Roll 4d20)
>>
>>40137212
I can't for the life of me remember what 'Cinquedea' designation is.
>>
Rolled 13 (1d20)

>>40137328
3
>>
Rolled 8 (1d20)

>>40137373
4
>>
>>40137371
>I can't for the life of me remember what 'Cinquedea' designation is.
That is because you have never encountered it before. It's one of the new designs to show up in this latest offensive.

"Cinquedea" Fast Super Heavy -Gunship

Similar to the newer "Arbalest" type the Cinquedea is a stripped down Neeran Super Heavy with a flatter profile and more powerful engines. They're a dedicated gunship, mounting additional turrets and missile batteries. Intel reports indicate there may be hard points that could be upgraded in the future heavier guns.

With its increase in engine and firepower the design is less able in the role of a Super Carrier. Newer tendencies for Neeran ships to carry detachable turret-corvettes may make up for these shortcomings.

Reporting name: Its flattened forward half closely resembles an ancient Italian short sword resulting in it's nickname.
http://en.wikipedia.org/wiki/Cinquedea
>>
Rolled 2 (1d2)

>>40137298
>>40137299
>>40137306
>>40137342
Nobody change their vote or anything.

Rolling for Carrier or Cinquedea type.

Also:
>Activate teleporter bomb Y/N?
>>
>>40137899
>>Activate teleporter bomb Y/N?
N.
I think we should active it when we actually detect teleporter activity or destroy a hostile ship in the area.
>>
>>40137899
N
Not yet

Let's wait till we have ground forces that are confirmed retreating. That way we capture both the space stuff AND the ground items.

The bomb is coated in Neeran blood now yes?
>>
>>40137899
I don't believe the teleporter bomb will be ideal in this situation, as we can't be sure we'll cripple the enemy super we're after.
>>
So,

20, 20, 13, 14?
>>
>>40138099
I think we hurt them a bit at lest with two crits.

>>40137899
Activate bombs if we detect emergency teleport
>>
>>40138099
There's no way you could get both 20's with best of 3. Either you include all of multi-roller anons posts or none of them.
20 18 13 14
or
19 20 8 14


https://www.youtube.com/watch?feature=player_embedded&v=7GzfqqPGd-s#t=76

“Target the Cinquedea type. All guns fire!”

You’re glad for the extra firepower from your mixed Wings and the Light Cruisers. You’re still too far away for the pulse cannons on the assault corvettes to be effective.

“Teleporter bomb team standing by for your order sir.”

“Stand them down for now.”

The EX ships finish their roll and fire. Plasma beams streak out and impact the aft shields of the Cinquedea type even as the lead heavy cruiser jumps. The usual subspace tearing preceding a jump lights up the bows of all three remaining ships.

Every plasma cannon shot manages to hit. Even the lighter guns on the Madeye and Heron class ships. It’s not enough on its own but the combined phase cannon fire starts to eat through the remaining shield nearly penetrating the rest of the way through.

Then the length of the ship is dragged through into subspace disapearing along with the others.

“Dammit.” You slam the arm of your command chair. “Less than 30 seconds. If we’d only had a few more seconds...”

If you hadn't taken the extra time to reform the fleet you might have made it in time, but that might have put your people in serious danger if that gunship had come about instead of running.

The other Neeran fleets have largely jumped. A few more are still arriving but less often. Your people will have to move to one of the midway intercept points or try to catch one of the remaining fleets to arrive.

“Sir, command is passing along a distress signal.”
“Let’s hear it.”
“Smaller Neeran fleets have launched a diversionary attack on one of the remaining shipyards in the region. There are enough forces to hold it but not enough to protect the nearby orbital colonies."
>>
>>40138907
>Then the length of the ship is dragged through into subspace disapearing along with the others.

Awwwwwwwwwww, that's disappointing.
>>
"Why haven’t those been evacuated yet?" you wonder.
"They're being used for refugee transfer." Says Maybourne. "The Neeran hit plenty of surface colonies on their first pass but left most civilian platforms alone if they didnt pose a threat."

Now they're being targeted to draw off intercept forces. There are other allied fleets nearby, one of them might be able to help but everyone is busy. Admiral Chen has jumped his main fleet in pursuit of those that have already passed through.


1) Where is your fleet headed?
[ ] Take your fleet and move out. Maximum jump speeds to the midway point.
[ ] Stay in the area and hunt additional incoming fleets.
[ ] Go straight for the departure point

2) Divert forces to cover the civilians Y/N?
>If yes what ships?
>>
>>40138907
What sort of forces are hitting the shipyard/colonies?
>>
>>40139141
Some Mediums and mixed units of Frigates and Attack Cruisers. There may be Heavy Transports nearby supporting them.
>>
>>40139139
Are more fleets incoming right now?
>>
>>40139298
There are some, not as many as before.
>>
>>40139184
Attack Cruisers, and possibly Corsairs with them... are tempting.

That said, it is a diversion.

At most, we should send Odyssey and a few mixed Wings.

>>40139139
[x] Take your fleet and move out. Maximum jump speeds to the midway point.

Voting to not send any forces to answer the enemy's diversion. They want to draw us away from their retreating forces.
>>
>>40139419
>Are more fleets incoming right now?
K, thanks.

>>40139139
[X] Take your fleet and move out. Maximum jump speeds to the midway point.

Let's not waste more time here. We can get the fleets coming through this area later.

>2) Divert forces to cover the civilians Y/N?
Y. Would 2 of our mixed wings do well here, or would this put them too much on the defensive instead of actively hunting down the harassing ships?
>>
>>40139139
[x] Take your fleet and move out. Maximum jump speeds to the midway point.

Voting to not send any forces to answer the enemy's diversion. They want to draw us away from their retreating forces.

I second this. It's a shitty call to make, but stopping the incoming fleets means fewer casualties in the long run. At best, it'll let the Neerans know that this is a viable tactic and they'll do it again in the future.
>>
>>40139529
We should probably send word out through the local command network.

"The attack on the civilian platforms is a diversion to draw us away from their retreating fleets, and they clearly planned this in advance. Do not engage unless your forces are incapable of engaging the enemy's main fleets. Make them pay ten fold in the blood of their soldiers and they'll learn the price of pissing us all off."
>>
>>40138907
>“Smaller Neeran fleets have launched a diversionary attack on one of the remaining shipyards in the region. There are enough forces to hold it but not enough to protect the nearby orbital colonies."

What if we simply park our support fleet at that shipyard and have our fighters and bombers cover the civilians?

It's not like we can actually deploy them effectively in the attacks we're currently doing.
>>
>>40141255
They'll end up defending the shipyard and probably taking heavy casualties from plasma balls.

And be left behind, if the rest of our force moves on. Thus restricting our ability to deploy fighters if we do get the chance.
>>
>>40141255
>What if we simply park our support fleet at that shipyard and have our fighters and bombers cover the civilians?
>It's not like we can actually deploy them effectively in the attacks we're currently doing.
Did you want to send one of your fleet's smaller carriers or a couple of escort carriers to the shipyard? It's true you don't use your starfighters that much.
Anyone needing even minor repairs docks with the carriers for the jump to the midpoint. Support ships halt their mining operation and have soon formed up. This time all ships push their FTL to keep up with the Neeran.

You’re able to keep up, barely. The FTL systems on the slower ships will need repairs after this but if they need to jump long distances again they can hitch a ride on the larger ACC or Majestic.

"We're in time to catch some of them!" Arron reports from out in front.
"And look at the size of that one fleet!"

"Sir, Admiral Chen's fleet reports they're moving to engage the largest group in the area, listed at fleet 8. We're unable to get exact readings due to jamming and cloaking fields."

The group you missed out on before is once again tagged as fleet 1. They seem to have picked up a Heavy Cruiser. It might be a survivor from another fleet, maybe even the first you took on.

1) What fleet did you want to do after?
Select fleets 1 through 8

2) There may not be time to set up a resource operation to support the fleet before the enemy moves on. Do you want your support elements to stick closer to your combat ships or to micro jump to another area when you engage?
>>
>>40141613
>Did you want to send one of your fleet's smaller carriers or a couple of escort carriers to the shipyard?
I'd go with whatever is most effective over there and doesn't diminish the repair capabilites of the support fleet (much).

>Select fleets 1 through 8
1 again?

>Admiral Chen's fleet
What's the fat ship in that fleet?
>>
>>40141613
1)
7
ALL IN
GANK THEM ALL

2)
Micro-jump to a nearby zone.
>>
>>40141613
Some escort carriers and fleet 5
>>
>>40141613
>5
>Mirco
>>
>>40141695
here, changing my vote to fleet 5 to move things along.
>>
>>40141695
>What's the fat ship in that fleet?
Chen's Flagship, Enterprise. One of the big Alliance Expeditionary Carriers.
http://houseanddominion.wikia.com/wiki/Alliance_Expeditionary_Carrier
Mass production was shelved after the first two because they're too expensive to build and maintain.
The shipyards can build 4 or 5 ACC class for the same cost.

Support elements will micro to a safe location, and it looks like we're going after fleet 5.

Roll 6d20 for rapid fire.
>>
Rolled 8, 6, 5, 11, 13, 5 = 48 (6d20)

>>40142125
What's the max number of 20's you ever seen in a single roll TSTG?
>>
Rolled 4 (1d20)

>>40142125
>Roll 6d20 for rapid fire.
1
>>
Rolled 4, 6, 13, 16, 3, 3 = 45 (6d20)

>>40142125
>>
Rolled 1, 6, 9, 7, 4, 20 = 47 (6d20)

>>40142125
Rollin thunder
>>
Rolled 12 (1d20)

>>40142192
2
>>
Rolled 6 (1d20)

>>40142228
3
>>
Rolled 4 (1d20)

>>40142245
4
>>
Rolled 10 (1d20)

>>40142279
5
>>
Rolled 1 (1d20)

>>40142308
6
>>
>8, 12, 13, 16, 13, 5

Well... I guess that could have gone worse.

>Chen's Flagship, Enterprise

I see, thank you.
>>40127897
>several large nebulae make most systems in your home territory uninhabitable

Imagine how many future shekels we could earn if we found a way around that.

Perhaps it could be possible to use one of the newly developed gravity well generators to clean up these systems by using the ships to attract the nebula's particles?
>>
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110 KB JPG
Rolled 7, 15, 16, 12, 11, 6, 13, 20, 6, 10, 3, 4, 9, 2, 6, 11, 3, 19, 8, 2, 8, 18, 2, 6, 7 = 224 (25d20)

>>40142154
20's rolled in a single single post? Two or three in the same set is the most I've seen with the smaller amounts, but it really depends how many you're rolling.

I've never seen someone roll 20,20,20,20 for instance. Not saying it hasn't happened I just haven't seen it.

Ignore my roll.

The fleet jumps in and targets the Heavy Carriers, ready to quickly wipe them out before the corvettes can be launched.

It turns out they’re actually Heavy Transports, each one loaded down with about a Wing’s worth of War Drum class ships.

“Destroy those ships before they can launch.”

The last thing you want is to be buried underneath a wall of rapid fire plasma cannons.

Phase cannon fire rains down on the Transports which try to change course and speed up the charging of their drives. One of your EX Mega captains turns the Heavy plasma cannons on them, striking three of the ships. Most of the War Drums in one transport are are cored through by one of the better shots. The drive section on another transport is completely blown apart by a hit.

For a brief moment you wonder if maybe you should have tried to take the transports intact and salvaged their cargo. Up until 40 ships drop out of one bay and immediately open fire on your people.
>>
Your Wing commanders have the situation under control, focusing fire by squadron on each target until it dies. Gunners on the heavier ships are doing much the same.

“They’re targeting the weaker links.” Warns Daska.

Sure enough the Lance class ships are forced to take cover behind the Supers they’re escorting. Two of them are still hit with enough fire in a short amount of time that it overwhelms their shields. Both will need to be pulled for repairs.

Battlecruisers are next on their target list but by that time the numbers of War Drums are becoming few and far between.

“Eight of the undamaged enemy ships are signaling their surrender. We're getting much the same from those that are crippled."

"Sensors, did their crews teleport off?"

"Some of them did on a few ships, including the transports. Most of them not."

[ ] Accept their surrender
[ ] Finish them off, you're in a hurry

>If accepting did you want to press any captured War Drum class into service with the fleet?
>>
>>40143053
>[ ] Accept their surrender
And Sure.
>>
>>40143053
>[X] Accept their surrender
>If accepting did you want to press any captured War Drum class into service with the fleet?

Sure, maybe the crews of our ships currently undergoing repairs would like to try them out? After the war drums have been checked for explosives etc, of course.
>>
>>40143053
>[ ] Accept their surrender
Not too sure if we should press them into service. They could be spies and possibly sabotage our operations.
>>
>>40143053
>[x] Finish them off, you're in a hurry
Kill all Neeran at every opportunity.
>>
>>40143053
[x] Accept their Surrender

>press into service? Put them into reserve and ensure they're not sabotaged first. We can always press them into service after a good check.

We should probably send our teleporter bomb toward Chen's engagement and see if we can't blow something up. This region has no allied colonies, correct?
>>
>>40143158
>They could be spies and possibly sabotage our operations.
The ships, not their crews.

>>40143144
>After the war drums have been checked for explosives etc, of course.
Ok.

>>40143269
>We can always press them into service after a good check.

>This region has no allied colonies, correct?
Not anymore it doesnt.

Deploy Teleporter bomb Y/N?
>>
>>40143349
Y
>>
>>40143349
N
I say we do it after Chen's engagement is nearly finished or a large amount of teleporters go off so that we kill a greater number of Nereens who escape safely.
>>
>>40143503
I imagine Chen's engagement will trigger a number of teleporters, which we can detect, and trigger our bomb.

With a lack of surviving allied colonies/worlds in the region, the teleporter should only be able to go to a Neeran receiver pad. Hopefully, the bomb will disable a number of those and potentially reveal a juicy target that just had an antimatter bomb go off inside it.

If it only disables a few teleport receivers, that is still the potential to prevent crews from escaping using those pads.

This seems like the ideal chance to fire off my crackpot idea of a special delivery.
>>
>>40143349
And I should probably vote.

>Fire ze teleporter bomb!

samefag >>40143269
>>40143594
>>
Salvage ships jump in and recover the wreckage of a few ships that might be more easily repaired while boarding teams secure those ships that have surrendered. Their computer systems will be scrubbed and replaced with capture backups the fleet has ready while techs inspect them.
If your support fleet is attacked the captured ships will be able to provide some extra firepower.

>>40143503
So you're voting in favour of it, just not right away.

This does seem like the ideal region to be doing this in. All votes are nominally agreed on using the bomb just not when.

Which fleet did you guys want to go after next? I'll resume in the morning.
>>
>>40143923
>Which fleet did you guys want to go after next?

Let's see if we can help our allies with fleet 3.

And have that damaged medium fall back for repairs.
>>
>>40143923
Fleet 3 would be fine.
>>
>>40143987
Why do we think 3 allied Supers & escorts need a hand?

We should attack a different group to spread out enemy casualties and disorganization.

Groups 1 & 2 are similar enough and we could either go for a super again or just aim to destroy their escorting ships for a follow-up V-torp strike or other massed death blow.

Or we could hit group 6 in an effort to further thin out their ability to add more escort vessels to Super groups.

Group 7 looks a little more painful, as I assume those squadrons are all war drums. That said, if we took them out now, we might save some trouble later when they'd be with heavier vessels.

>>40143923
Personally, I vote we hit group 1 and try to blast a Super in half.
>>
>>40144680
>Why do we think 3 allied Supers & escorts need a hand?

To finish off the Neeran supers more quickly, so the other fleet can go and bother Neeran fleet 6 or 7, while we go after fleet 1 or 2.

Btw, did we bring some of our cloaked battleships? If we did, can we have one check how things are going at fleet 8?
>>
>>40144737
To expand on that, I think the Terran fleet currently engaged with Neeran fleet 3 seems to lack ships that can deal with supers effectively, except for one Ex Super, and we don't even know if that ship is also equipped with heavy plasma cannons like our EX class ships.
>>
Cant sleep.

None of the other Allied fleets in the region have asked for assistance. Yet. They're probably going after targets based on what they think they can handle much like you are

>>40145246
All ships listed as EX supers are equipped with Heavy Plasma Cannons, or more rarely with turreted Helios siege guns. They're designated such so that they're not mistaken for ships lacking those heavy weapons.

All of them are test beds, trying to figure out what are the best ways to deploy these weapons so they can be incorporated into future designs.
The Factions Alliance has commissioned the development of the ACS or Alliance Capital Ship class. They want it to carry as many heavy guns as possible and be able to reliably solo a Neeran Super without the use of Veckron Torpedoes. They're still a few years out so the EX modified Megas are being used for field testing. Many of them still have design flaws.
Yours have problems with the structural strength of their gun turrets. They cant handle the recoil and will have to be replaced after this deployment if they don't fail first. You were going to get a report warning about this after this battle but I figure I'll forget to do it if I don't mention it here.
They're the same experimental turrets as those on the Forbearance that are equipped with captured Neeran weaponry. Those guns don't have the same amount of kickback so they'll probably be fine for now.
>>
Up
>>
>>40145834
Oh, okay. Changing my vote from going after fleet 3 to going after fleet 1.

I'm >>40143987
>>
bump
>>
>>40143923
Perhaps attacking fleet 2 might be a good idea? Going by the positioning of these ships, the supers in that group are either damaged, or a class not particularly suited for ship to ship combat. The heavies and carrier seem to be shielding them from potential pursuers.

On the other hand, we know that fleet 1 has one of those big gunboat supers, and I'd guess it's the super guarding the rear of that fleet. Which could cause problems if we screw up the jump again.
>>
Two votes for fleet 1, one vote each for Fleets 2 and 3.


According to intel reports both of the supers in fleet 2 should be Carriers. Everyone okay with their current votes?
>>
>>40152221
>Everyone okay with their current votes?

I voted for fleet 1, and I think it will probably provide some useful data to see how the EX supers perform against a Cinquedea type.

Just be super careful when jumping in this time.
>>
>>40152221
Changing to Fleet 1.
>>
Just caught up. Id rather help Chen but that would split votes farthur. Voting for hitting fleet 1
>>
“Head for the first enemy fleet. Let’s finish them off this time.”

The Captain of the Odyssey informs you their ship is ready for full deployment. They think they have the shield problem squared away. That should add some mobile firepower.

The fleet modifies it’s formation slightly to make up for the lack of two of the Lance class ships then jumps. It’s a short one again but soon you’re dropping out at the last reported location of the first fleet.

As you’d predicted the larger warships are covering the retreat of the Super Carrier. You’re a little surprised they havent begun charging their drives yet.
“Probably tying to cool and recharge now so they don’t have to spend so long at the final jump off point.” points out Maybourne.

As your people charge weapons and the EX Megas maneuver you spot movement among the enmy fleet.

“Cinquedea type is coming about. Detecting Corvette launches from the other ships.”

On your displays the pointed bow the smaller Super swings around faster than you would have expected it capable of. Their maneuvering engines must be equipped with afterburners like Kavarian built Supers.

“This is Daska, I think they’re going to charge us.”

Yevgeni Zev aboard Odyssey contacts you. "That ship might be able to close more quickly than our EX's can kill it. The fleet has Veckron Torpedoes, have you given thought to using them?"

[ ] Use Veckron Torpedoes (Specify Target(s))
[ ] Fire SP Torpedoes instead (How many volleys? Max 8)
[ ] Deploy fighters to assist vs Super
[ ] See how much damage your forces can inflict with current deployment
>>
>>40153108

[x] Use Veckron Torpedo (Cinquedea)

We can't afford to let that thing ram one of our supers and blast holes in everything.
>>
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>>40153108
>Veckron Torpedoes

I would prefer to collect data on a regular engagement against that type of ship, tbh. Maybe charge the torps if it seems like the Neeran super is going for a ram?

Otherwise, I'd suggest this plan.

Our wings go for the escorts and heavies, our supers split, and Odyssey can go after the heavy carrier, if they feel like their ship can handle it.
>>
>>40153283
Why would we split our focus when the trailing enemy super has already turned to charge at our force?

Yes, they are sacrificing it in favor of the carrier, but we can't let that thing get a chance to ram or damage our supers.

We can get combat data from others instead of risking our ability to tackle supers at a critical time like this. We need to inflict losses and keep doing so!
>>
>>40153108
>[2] Fire SP Torpedoes instead (How many volleys? Max 8)
Aim for the engines.
>>
>>40153108
[x] Use Veckron Torpedo (Cinquedea)
>>
>>40153283
>Maybe charge the torps if it seems like the Neeran super is going for a ram?
Veckron weapons are not fire on demand like SPs. They need to be charged before launch and that takes time. Everyone within +100AU are going to be able to be able to detect that one is being readied.
You can only charge them about half way before they reach a point of no return and need to be launched or risk destruction of the ship carrying them.

They could begin a slow charge then increase it at the last minute?

>>40153533
SP Torps
>Aim for the engines.
You could send your corvette forces to either flank like in
>>40153283
to then torpedo the engines with SPs, otherwise you'll be shooting through the length of the ship and it's shields.

>>40153199
>>40153577
2 for Veckron torps.

Any other votes? Please link this post.
[ ] Use Veckron Torps
[ ] Double flank / SP Torps
>>
>>40153741
>[x] Double flank / SP Torps
>>
Rolled 8, 5, 14, 10, 5, 5, 20, 4, 9, 11, 19, 13, 2, 11, 5 = 141 (15d20)

voting closed

Corvette forces will flank and attempt to disable the engines of the oncoming super while the heavier ships will try to inflict as much damage as possible.

Veckron Torpedoes will not be charged.

Roll 6d20
>>
Rolled 3 (1d20)

>>40154054
>>40153741
>Veckron Torpedoes will not be charged.
Can we at least have them try to maintain their distance? I'd really hate to have that super ram one of our EX classes.

>Roll 6d20
1
>>
Rolled 10 (1d20)

>>40154093
2
>>
Rolled 8 (1d20)

>>40154107
3
>>
Rolled 18 (1d20)

>>40154135
4, this time with d20.
>>
Rolled 3 (1d20)

>>40154174
5
>>
Rolled 7 (1d20)

>>40154191
6
>>
Rolled 17, 15, 19, 9, 14, 3 = 77 (6d20)

>>40154054

Maybe we help Admiral Chen's fleet after this? It would make a nice surprise, us busting in on the Neeran flank.
>>
Rolled 2, 8, 7, 18, 19, 12 = 66 (6d20)

>>40154054
Uh oh.
>>
>17, 15, 19, 18, 19, 12

Well, that could have gone a lot worse. I guess.
>>
>>40154323
A lot worse? Shit went great.
>>
>>40154341
If TSTG's rolls were for the Terrans, the whole situation might still turn out problematic.
>>
“Corvettes move to flank. Target the engines of the Super. Heavier elements maintain current distance.”

The Cinquedea finishes it’s turn and it’s main drives flare as it advances towards the fleet, guns opening fire at maximum range.

Half of the heavy cannon shots from your EX ships are direct hits, the rest and glancing blows, some hitting farther along the length of the ship. The rest of the fleet tries to exploit the damage done to the bow shield by the impacts but for now they’re not getting through.

“EX Mega’s report they are reversing engines and warn to stay clear of engine wash.”
Banks of fusion drives shift pointing in a more forward direction before powering up. Soon the engine flares brighten as they activate afterburners, the extra thrust slowly killing forward momentum.

Out ahead the corvettes swing in from the flanks and begin their approach.

“Enemy corvettes and Battleships are moving to counter them.”

Nuke detonations soon light up the space around and behind the oncoming enemy ship. It’s aft guns supporting their outnumbered corvettes. From the lack or low numbers of confirmed kills the enemy pilots are good but so are your people. What is concerning is that the added distraction of the corvettes is making it impossible for your people to set up for a proper torpedo attack on the Super.

You contact the Dragoons. “Mike, those Battleships mixed up with the Corvettes, they’re really causing a mess of things. See if you can take them out.”

In the confused state the battle is becoming targeting the battleships seems to be difficult. Mike is able to take down a few of them but there are others he simply cant reach before he’s forced to retreat.

A Wing's worth of your corvettes also pull back with damage. They'll be fine once repairs are finished but that will be awhile. Two wings worth of enemy corvettes also fall back.
>>
https://www.youtube.com/watch?v=6O6Q1OiF6LI

The next barrage from the big guns once again has half landing solid hits, the rest more glancing blows. It’s still enough that some of of the smaller weapons begin to punch through the bow shield.

“The Heavy Carrier has jumped.”

Mike unit takes another crack at the Battleships, kill a few then retreat from the engagement zone entirely.
“We’ve taken too many hits. We’re out.”

A few of the Wing commanders get fed up with the presence of the Battleships and eventually SP torpedo the remainder of them.

Fire from the Cinquedea is beginning to damage your heavier ships, mostly the Medium escorts but fire is occasionally punching through the shield of your EX ships.

It takes time but two of your corvette wings at last clear away enough of the smaller enemy ships that they have a clear shot at the drive sections. Both Wings try to focus their torpedo volley on one area.

Roll 2d100 for a breakthrough.
>>
Rolled 19 (1d100)

>>40155425
>Roll 2d100 for a breakthrough.
1
>>
Rolled 66 (1d100)

>>40155457
2
>>
Rolled 92, 12 = 104 (2d100)

>>40155425
>>
Rolled 21, 11 = 32 (2d100)

>>40155425
>>
Rolled 32, 75 = 107 (2d100)

>>40155425
>>
Have to go to sleep. Do not fuck up guys and bring us some mad loot.

Thanks for running op.
>>
Writers block, writing sloooow.

Both wings launch a pair of SP Torpedo volleys then charge in after them. Everyone has had plenty of simulator training on this kind of attack by now. More than half of the 200 or so Warheads detonate inside the shield leaving the usual bubbles, enough of them to open a path through to the hull.

“Watch your spacing!” Daska warns both Wings as they close in on the gap. Most of each wing is forced to break off due to lack of room but three and a half squadrons get beneath the shield and begin strafing the surface of the hull. A few of the Corvettes that fail the approach and are forced to break off are hit by fire from the ship’s guns. That that range there is little left after such an impact even with the armor upgrades.

Initially more concerned with disabling turrets to avoid more serious damage it takes a minute before the corvette crews realise some of the other tricks won’t work on this particular ship.

“There are no large scale internal launch bays to gain access to. We’ll have to shoot the engines out the hard way.”

Despite Heavy plasma cannon fire tearing into the forward hull there is still plenty of fire incoming from the Cinquedea. It’s enough that one of the EX Mega’s are forced to roll in to hopes of stabilising their shields. It means they’re forced to cut their afterburners and are not falling back as quickly now.

All of the Medium cruisers have pulled farther back in order to avoid heavier fire. EBON momentarily requesting permission to launch starfighters then withdrew the request as they're too busy conducting evasive maneuvers.
If another enemy force were present this would be the perfect opportunity for them to jump in and catch your fleet while it is strung out. Instead the Super Carrier jumps out after taking aboard the two damaged corvette wings.

"Sir, our Supers are taking too much fire from the Cinquedea. We need to disable some of their guns." points out Zev.
>>
[ ] Send in Assault corvette wing currently guarding Supers
[ ] Tell wings attacking engines to move up and hit guns
[ ] Send in Heron Mediums for close attack
[ ] Launch SP's from Supers & Mediums
[ ] Use Starfighters (Bring in escort Carriers)
[ ] Use Starfighters (Tell EBON to launch)
>>
>>40156513
>[X] Send in Assault corvette wing currently guarding Supers
>[X] Launch SP's from Supers & Mediums
>[X] Use Starfighters (Bring in escort Carriers)

Well, so much for reliably soloing...

Also, what is the gun layout on the Cinquedea? Are most weapons focused to the front of the ship, or are they evenly distributed around the ship?

I feel it's really important to know that before bringing in a close quarter medium like the Heron Class.
>>
>>40156448
>[ ] Send in Assault corvette wing currently guarding Supers
They would do better work under the shield anyways.
>[ ] Use Starfighters (Tell EBON to launch)
Have EBON be prepared to jump back and recover them the moment they get an all clear.
>[ ] Launch SP's from Supers & Mediums
To much damage and to little progress so far. If we can't make more lasting damage on the ship this turn then we should consider a Veckron warhead right in it's face.
>>
>>40156669
If you send in fighters and corvettes into the same gap in the shieds there will not be enough room to maneuver. If your big ships are firing into that at the same time you will have friendly fire incidents.

>Also, what is the gun layout on the Cinquedea? Are most weapons focused to the front of the ship, or are they evenly distributed around the ship?
>I feel it's really important to know that before bringing in a close quarter medium like the Heron Class.
More firepower to the front and sides, less around the engines.
>>
>>40156751
>fighters and corvettes into the same gap

Okay. Let's see how fighters fare, in that case.
>>
>>40156669
>>40156734
>>40156836

Okay, supers and mediums will launch a barrage during which the fighters will launch and then go in. Is this acceptable?

Roll 6d20 for starfighters.
>>
Rolled 14, 8, 6, 16, 5, 13 = 62 (6d20)

>>40157124
>>
Rolled 3 (1d20)

>>40157124
>Roll 6d20 for starfighters.
1

Sounds good.
>>
Rolled 15 (1d20)

>>40157247
2
>>
Rolled 8 (1d20)

>>40157265
3
>>
Rolled 15 (1d20)

>>40157281
4
>>
Rolled 17 (1d20)

>>40157302
5
>>
Rolled 1 (1d20)

>>40157316
6
>>
Rolled 17, 13, 16, 20, 10, 19 = 95 (6d20)

>>40157124
>>
17, 15, 16, 20, 17, 19

breddy guud
>>
The heavier warships fire off a Torpedo barrage, buying time for EBON to get out of range and begin launching fighters. Four fighter groups launch from EBON while two more take off from some of the escort carriers.

SP torpedoes chew through failing sections of shield forcing the Cinquedea itself to roll for extra protection. As it does the ship pulls to the side, bringing more undamaged weapons to bear in a broadside attack on the closer EX.

Checking damage displays for the ship you watch it’s five sets of shields each fail in sequence under the close range attack. The bow quickly loses all protection while the shields reset, phased plasma cannon hits chewing through armor and destroying weapon emplacements.

Return fire, even with the new guns is unable to immediately cut through the still intact shields around the enemy mid section.

The captain of the imperiled Mega turns his ship towards the enemy, momentarily providing a smaller target, though running the risk of stray shots running the length of the ship or striking the main guns. The bow takes more damage, in the process losing more than a kilometer off the end but it brings new shields into line. As it continues to come about the Mega is able to return it’s own broadside, firing off another SP barrage.

Because of the larger ships jockeying it’s taken longer than planned for the fighters to get into position but soon they’re flying into the gap in the forward shield. The squadrons are kept apprised of when the EX’s will fire their main guns, Captain Tama counting down the last five seconds for them before each shot.

Some of the gun turrets attempt to fire off plasma balls but they’re less effective due to the close proximity to the hull of most fighters.
>>
Around the drive section the corvettes are at last making headway destroying the engines. It’s hard work since the engines themselves are protected by dedicated shields which their crews are pulsing in an effort to knock the corvettes out of the way. Your corvette pilots warn away any starfighters that might think to give them a hand.

The paired off Supers continue their maneuvers, trying to keep shields online while inflicting as much damage as possible, both of them inexorably drawing closer despite attempts to maintain a near parallel course. The engines are failing but not quickly enough for you.

“Corvettes squadrons, we need those engines disabled. Use spare SP’s if you have to.”

It turns out to have been unnecessary. The aft shields fail and part of the drive section begins to balloon outward causing the assault corvettes to burn hard for safe distance. The drives and the aft 1/5 of the ship is ripped apart in a titanic explosion. Chunks of debris larger than Battleships are thrown in every direction, destroying at least three corvettes and damaging many more.

Guns in the forward half of the ship continue to fire unabated and it takes a minute for the starfighters to disable the majority of them. They’re thorough enough that the rest of your fleet ceases fire for fear of hitting them as the remaining shields collapse.

The Heavy cruisers have long since left and the few surviving corvettes self destruct shortly after their crews teleport out.

“There are still habitable sections aboard the super but operationally it’s a burned out hulk. We can tag it for the salvage teams with little worry sir.” Reports Tes'us.

One of your EX Mega's will need a few hours for the minimum repairs before returning to combat. They could fend of an attack if necessary but they have serious hull damage to look after.

[ ] Pull all elements back to the support fleet for repairs
[ ] Take the undamaged section of the fleet to aid Admiral Chen
>>
>>40158755
>[X] Take the undamaged section of the fleet to aid Admiral Chen

Give the fleet 30 minutes to transfer torpedoes from damaged ships, and then see what we can do to help Admiral Chen.

Also, I'd like an assessment of that ship class. Are fighters the best way to deal with it, or was that only because the Cinquedea was already heavily damaged?
>>
>>40158755
>[ ] Take the undamaged section of the fleet to aid Admiral Chen
Switch in the reserves with us while all damaged ships return for repairs. Leave the most damaged EX Mega for repairs as well. Don't want to risk losing it due to overextending ourselves. Hopefully we will be able to hunt down some Heavies instead of Supers this time around.
>>
>>40158755
>[x] Take the undamaged section of the fleet to aid Admiral Chen
The instant we arrive I want to activate the Teleport bomb.
>>
>>40158755
>>[X] Take the undamaged section of the fleet to aid Admiral Chen
>>
>>40158755
If we had that much trouble with one super id hate to see how Chen is fairing. Anyone who needs repairs and resupply to form with the support fleet.

Everyone else to form up and jump to chens location. Trailing elements or ships that come back online after repairs to jump in at earliest possible to predesignated staging areas after we assess the situation at Chens.
>>
>>40158755
Would it be possible to link up with the undamaged ships of the other small Terran fleet before heading towards Chen?
>>
Also man, we rolled good and stilled almost got ass kicked by a single Neeran Super that was surrounded everywhere. I wonder what would have happen had we rolled average.
>>
>>40158755

[x] Take the undamaged section of the fleet to aid Admiral Chen

Send all of the Lances to help guard the support fleet, though. We're not bringing those older model ships into a potential mass fight.

Can we please not be prudes when it comes to minimizing potential damage to our anti-Super assets, guys?
>>
>>40159108
It was a new model fast gunship Super. It may as well be considered the Neeran version of our EX Megas.

We're lucky we didn't have one of our Supers crippled or destroyed.
>>
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SP Torps will be transferred to the least damaged ships.

>>40158845
>Also, I'd like an assessment of that ship class. Are fighters the best way to deal with it, or was that only because the Cinquedea was already heavily damaged?
Fighters are good against any large ship if they can get beneath their shields because they can hug the hull to avoid starship grade weapons. The approach is always the most difficult for fighters because they lack shields and thus are more vulnerable to things like plasma bombs at range.

Assessment:
In the current configuration the Cinquedea has good short and mid range firepower. Heavy Plasma Cannons can out range them but they are fast for their size. They need to be dealt with at range before they can close in on more valuable warships.
The newest model SP Torpedoes can penetrate their armor but older models and conventional warheads will require multiple hits in the same location.

Intel reports on the scrap cannon equipped "Arbalest" point to it being balanced in the opposite way. It's spinal mount weapons are devastating at long range but they have difficulty matching another super's firepower closer in.

>>40158940
They’re conducting repairs and were planning to go after fleet 4 next, if they don’t jump first that is.

>>40159108
Expect to be given a hard time when Neeran decide to play a game of Operation Ten-Go.
>>
>>40159446
>They’re conducting repairs and were planning to go after fleet 4 next, if they don’t jump first that is.

Would they be willing to join us to help admiral Chen instead?
>>
Sorry for the long wait, was getting some food and getting the fleets figured.

>>40159545
While they would prefer to wipe out another fleet they agree it might be for the best to make sure the Admiral is doing alright. Com jamming is making things difficult, and while relay ships show that Chen's force is holding their own that isn't much real info to go on.

“We may need to perform combat salvage to rescue damaged ships. Bring your ACC, we can use the two of them form a mobile bastion. It will protect the docking bays and provide plenty of support fire."

[ ] Bring the ACC from your support fleet
[ ] Don't bring the ACC, it's too risky
[ ] Other
>>
>>40160338
>[x] Bring the ACC from your support fleet
ALL IN
>>
>>40160338
>[X] Bring the ACC from your support fleet
Going to need all the support we can get since there are 10 confirmed Supers in the area.
>>
>>40160338
>[X] Bring the ACC from your support fleet

Well, they know the recommended strategies and tactics for these ships better than we do.

>While they would prefer to wipe out another fleet they agree it might be for the best to make sure the Admiral is doing alright.

If things are going well, they can still jump out and head for the last intercept point ahead of schedule.
>>
You two fleets jump in to a location close enough that you can link up without much difficulty.

Sensors and coms are momentarily overloaded with jamming on most frequencies. Cloaking fields are active as well but there is enough ECCM that you can more or less get solid readings on enemy contacts. Well the larger ones. Smaller ships in the main battle are in knife fighting range and for now they’re all showing up as a single distortion.

You absently wish Berwari were here. The swirling dogflights are the sort of mad chaos theory mathematical bullshit he would probably like.

Plasma cannon and SP torpedo fire is flashing out in every direction from the Alliance Supers. Within seconds of your arrival Chen’s fleet fire’s off four Veckron torpedoes, destroying a pair of heavy cruisers and damaging two supers.

So it’s going to be one of those sorts of battles.

Your orders?
>>
>>40160845
What types of supers are present? Which of our ships have Veckron Toprs? Only the EX ships, or the regular supers as well?
>>
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>>40160845
Well dick. Alright, let's see.

First order of business.
"Attention all captains protection teams. Autonomous SP use is now in effect. SP firing is now discretionary."

The combined fleet will split up. Terrans will attack the upper fleet ahead of us and try to smash that lone Super up there and put the enemy forces between them and Chen in a pincer. We attack the closest enemy group to us.

We fire off two Veckron warheads at the closest Super so that even if the Heavy intercepts it one will still hit. The fleet will move in to take out pair of Medium and Heavy Carrier harrasing the pair of mediums under Chen and then bash the ever living shit out of that Super.

Meanwhile two Wings and one Squadron of Battleships attack the enemy group right above the word contested and assist allied forces there and then rejoin our fleet. Hopefully those four Mediums can join us as well and we can crash into the second Super after the death of the first. SP everything, reserve high grade warheads for the Supers.

Starfighters are released upon fleet approach. Main goals are Super harassment and hunting down Corvettes so our own Corvettes will have an easier time.

Veckron fire is free as well, fire at will and try to break them fast.
>>
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>>40160845
Our mixed wings, Odyssey, and 2 corvette wings take care of the cruisers in the triangle shaped area 2.

Everything else focusses on killing every large Neeran ship in area 1 asap.
Heavy plasma fire focuses on heavy cruisers and carriers, Veckron torps to take out those 2 supers as quickly as possible.

What's the armament on the 2 ACCs, and which of our ships are suited to assist in combat salvage operations?
>>
>>40161172
>"Attention all captains protection teams. Autonomous SP use is now in effect. SP firing is now discretionary."

Should be, but I suck at copy pasting and editing text, "Attention all captains. Autonomous SP use is now in effect. SP firing is now discretionary."
>>
>>40161074
All of your supers have Veckron launchers and 5 warheads. The damaged EX can use it's launcher so their warheads have been transferred. You still have 15 warheads.
The allied fleet still has a few but used a good portion of theirs in the previous battle.

>What types of supers are present?
Its a little hard to see but here it is. Most are carriers. There is 1 Cinquedea, 1 Scorcher and 1 Arbalest. The longer ranged ships are unable to fire through the large battle without causing casualties.

The Arbalest is damaged.

>>40161255
>What's the armament on the 2 ACCs,
Light and a few Medium plasma cannon turrets. They're good for dealing with mediums and Battleships.
Torpedo batteries including reserves of a few SP's for defense. Several hundred phase cannon turrets. Point defense, missile batteries.
1 Veckron launcher.
>and which of our ships are suited to assist in combat salvage operations?
Anyone with a tractor beam that you can spare to help along damaged ships.
>>
>>40160845
Let off the teleport bomb!
>>
>>40161812
Oh yeah, this. Time to punish the Neerans a bit.
>>
>>40161750
>. There is 1 Cinquedea, 1 Scorcher and 1 Arbalest

In that case we might want to shift our entire battle line slightly to the south of the map so we can keep the battle between our ships and the scorcher.

Can we have the light cruiser unit jump in to torpedo the small group of mediums with the heavy cruiser and then jump out again?
>>
>>40161750
>Light and a few Medium plasma cannon turrets. They're good for dealing with mediums and Battleships.

Do they have enough range to engage anything at the moment?
>>
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>>40161922
Kind of like this?
>>
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>>40161966
Nah, I don't want to get close.The ships we have aren't exactly good at that.

With the medium+ ships we want to engage at long range, and with the smaller stuff we should try to maneuver around and harass the enemy, not get bogged down in the brawl.

Skirmishes is what our units excell at.

ACCs should move move down as well, I just forgot to mark them.
>>
>>40162199
meant to quote
>>40161989
>>
>>40161966
>Do they have enough range to engage anything at the moment?
Not where they are right now. Anything they can shoot at will be able to shoot back.
>>
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>>40162225
I don't think moving down down south will allow us to capitalize as much as we could right now. See if the Terrans took on the Arbalest fleet group, which should be easy since their Super is damaged and not made for close quarters and they only have two Heavies for escort. Then that would leave every enemy ship below the blue line behind enemy lines. We could then crush the fleet group with two Supers from 3 directions and have removed 3 out of 7 remaing enemy Supers. That would then leave the Scorcher exposed as well with no other Supers to cover it's left flank.

Forgot pic
>>
>>40161750
Seconding using the teleport bomb.
>>
>>40161812
Agreed! Fly, my possibly mad idea, fly!

And I think I've got a refined version of it that combines anti-matter AND torps.
>>
>>40162421
Mad I'm not entirely sure how Sonia's half of the fleet is supposed to be deploying in your revised plan. Hang back and bombard from range until your allies fate out the Arbalest fleet group? Then move in as part of stage 2?
>>
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>>40163183
Both our fleet and the Terran fleet move to crush their respective part at the same time. Terrans have less to deal with so they will probably be done quicker. They can then support us along with Chen in dealing with our group of enemies with some of their. Like such.
>>
Rolled 53 (1d100)

>>40163354
>>40163183
Okay, wanted to be sure.

In either plan some of your ships will swing around to help your allied right flank.
Also the teleporter bomb.


What are your orders?
[ ] Close the distance
[ ] Keep at range
>>
>>40163543
>[X] Keep at range

Don't get our House's ships all scratched up.
>>
>>40163354
We should probably position the ACCs between our forces to better support our allies. They'll likely need to double-tap V-torps to get the Arbalest SHC.

And the ACCs will be in position to double tap the deeper SHC with V-torps.

Our forces should be able to focus down the Mediums and Heavy Carrier while a V-torp is charged to hit the other SHC. Hopefully we can break a few of the damned Neeran Supers in half due to our flanking attack.
>>
>>40163618
Two reasons why I did not do that. One is called Arbalest with line of sight and the other is called Scorcher with line of sight. I do not want to risk them just yet until that area is a bit safer. For now they can Veckron the first Super from where they are and bring it down.
>>
>>40163543
For the teleporter bomb? Stay very, very clear of charging V-torps.

For the attack on the Neerans? Close to an optimal distance for V-torps. We don't want to over-penetrate and risk friendlies, but we do need to press our attack to ensure we relieve pressure from our allies.
>>
>>40163618
>fleet micromanagement
I need to know if you guys are voting for close up or long range.

>>40163704
This is probably a vote for long range.
>>
>>40163928
V-torps are certainly a new toy for us.

Does the radiation quickly fade after you fire one off? Or is there a lingering region of 'fuck your natural life span' where the weapons pass and explode?
>>
>>40163978
You only have to worry about the charging area while the weapon is charging.

And by that I mean you dont personally have to worry because there are trained professionals operating the launchers remotely. Any long term effects are on the local subspace which means the navigators will be telling people to avoid this region of space unless its an emergency for a few hundred years.
>>
>>40163543
[X] Keep at range
>>
I'm taking suggestions for web browsers that aren't Firefox, Chrome or IE to try out. My computer is old as shit so it cant run Chrome well or upgrade to newer version of IE easily.
Firefox is always breaking on me of late and I'm not interested in doing a chain of system restore like last weekend so I'm disinclined to mess with it further.
>>
>>40164862
Opera? Midori?
>>
>>40164862
It's time for an upgrade, buddy.
Or well, you can always try some other browser like http://www.dillo.org/
Never actually tried it myself.
>>
>>40164862
The newer IE versions aren't so bad.

Have you played Galactic Civilizations 3? It came out recently, a bit buggy but the ship creator is fantastic.
>>
>>40165082
>old as shit computer
>asking if can plag a relatively heavy cpu game

>>40163543
Close the distance. Get in fast, hammer them hard, disrupt their lines from the flank and cause mayham. We need to capitilize on this flank before they can shift forces to consolidate or form proper defensice formations.
>>
>>40165011
>It's time for an upgrade, buddy.
I was going to upgrade my PC before starting the Neeran War arc. Then a lot of things happened and have kept happening since then.


>>40165082
I was below the minimum requirements to run Mass Effect 2 but did it anyways, thats how old my machine is.

“Activate the teleporter bomb.” You order. “Once it’s been away for ten seconds we’ll begin charging Veckron torpedoes.
Teleport receiver ships, stay well clear of our supers and alert the fleet immediately if for some reason you end up with a Neeran capsule.”

“We’re not even sure if it’s possible for us to receive Neeran pods.”
“Don’t chance it.”

“Bomb is away.”

“No friendly receiver ship has reported an unwanted package.” reports coms.

“Let me know when it goes off.” you tell them.
So far there are no signs of that happening.

Your Supers each begin to charge their Veckron launchers and heavy weaponry. Blue-green balls of subspace energy light up the bow sections of each ship, twisting and spinning lines and tendrils emanating from the launcher like a hurricane stretched into a sphere.

Aboard each ship the gunners call out weapon readiness upon reaching maximum charge and the ball of energy collapses, receding into the launcher until it is no longer visible through the hull. A second later the Torpedo flies forth, thrown clear as a high enough velocity that even if it were to have gone off early the launch ship should suffer little to no damage.

The first rips through a medium Cruiser and explodes inside of a Heavy Carrier with a large enough blast that several smaller ships parked nearby are destroyed. The second strikes the Arbalest amidships, breaking off several of the arms used to house long range repulsors. It’s not destroyed by the excess damage will make it difficult to contribute in any way.
>>
Two launched from the ACC’s strike the side of a Super carrier deeper inside the fleet formation. The last one launched by your fleet’s EX impacts near the aft sections of the closest Carrier, causing a 5km diameter area to erupt outwards in a mushroom cloud.

Plasma cannons beams are already lancing out across the gap between the fleets. Your people target the Super their torpedo had just hit, the first pair of shots going wide of the damaged area but the other four slamming into the section of weakened shield. Two punch clean through dealing critical damage to the forward most parts of the drive section.

“Secondary explosions from the nearest super.”
It looks like they’re losing engine control from what you’re seeing and whatever stores are being set off are continuing to chain through parts of the interior. That one two punch may have effectively crippled it.

Even as the fleet maneuvers they continue the long ranged bombardment. A second Veckron warhead strikes the damaged super again, impacting inside the still expanding crater. A fireball pours back out along with additional explosions from nearby launch bays. Several sublight drives on the opposite side of the ship explode.
Then escape pods, HLV’s and damaged corvettes begin to launch. They’re abandoning ship.

The others have continued to dole out damage with their weapons. If counting your allies your fleets have used half of their Veckron Torpedo reserves. Save the remainder for the Scorcher or other Supers?
Y/N?
>>
>>40167136
Have you considered giving Lubuntu a try? It's a Linux distribution targeted at shitty older PCs and I run it on my old atom netbook. I have very little problems running firefox on a 1.6ghz atom dual core with 1gb of ram as long as I don't try to watch HD videos or play fancy flash games. I think you can even run it as a live image from a memory stick. So you could switch to it if you need a stable system and keep windows for vidya and other proprietary software.

>Y/N?

Yes. As long as we stay clear of enemy supers and the brawling zone, our units should have very few problems with this engagement.

Would the mixed wings be suited for combat salvage? Their speed should allow them to get ships out of the less dangerous areas if there's nothing they can safely harass.
>>
>>40167220
Y for sure.

The supers and scorchers will take a pounding with regular weapons as it is.

What's the status of the telebomb? Did it move it all? Did it even go?

>>40167274
At least it's a ship I guess
>>
>>40167511
>What's the status of the telebomb? Did it move it all? Did it even go?
It left. Where it went nobody knows. And it would be difficult to be certain with all the jamming.

"Hold off on any more Veckron launches. Save them for the Scorcher if we get a clear shot at it."
The movement of the fleet should make it pretty clear you don't intend to deal with it personally.

"The Admiral's fleet has lost one of the EX Mega's."

You briefly wonder if that could have been your teleporter bomb but no it was rammed by heavy cruiser that broke it in half.

The remaining Cinquedea type is dueling with one of the EX's and seems to be lining up behind it for a run on Enterprise. The Big carrier is throwing out heavy torpedoes towards anything larger than a Battleship, all the while covering corvettes so they can dock for repairs.

Do you want to send your fighters into the main battle now, two of your assault corvette wings, or hold off until Odyssey and it's team have finished their mission?
>>
>>40167899
>no it was rammed by heavy cruiser that broke it in half.

Is it still firing? The Cinquedea we dealt with managed to remain operation despite sustaining a ton of damage.

>run on Enterprise

We should inform them about how much punishment from convetional weapons that class can take. If they still have Veckron torps, now is probably the right time to use them.

>two of your assault corvette wings

Let's see if they can keep the two isolated Terran mediums close to us alive.
>>
>>40167220
Y. Reserve Veckron Torps for now.
We should concentrate fire from our heavier elements on the Heavy Carrier that looks to be evacuating the crippled Super, then focus everything onto the other Super Carrier that the ACC's V-torped.

Our various squadrons and wings will probably turn the remaining Neeran forces there into wrecks, effectively turning this flank into a rout as HLVs and damaged corvettes hopefully turn into a turkey shoot.
>>
>>40167899

I think we should toss in the two assault corvettes, and is there any way we can give that Cinquedea a bad day before it can get it's run on the Enterprise in?
Also, was the roll >>40163543
here for the Teleporter bomb?
>>
>>40168071
>Is it still firing?
The EX that was broke in half? Yeah there are a few phase cannon turrets towards either end that are still firing I think. The heavy plasma cannon turrets exploded though so there is not as much left as there would normally be. Main drives might be salvageable.

You pass on a warning and your threat assessment of the Cinquedea.

>help two isolated Terran mediums close to us alive.
k, one vote for that.

>>40168101
>concentrate fire from our heavier elements on the Heavy Carrier/ Super
Noted.

Combine with post above, assault CRV's help closest allied Mediums then tear shit up there?


>>40168121
>was the roll [..] here for the Teleporter bomb?
I don't remember. I rolled dice elsewhere and got more or less the same result which is high enough for the teleporter to work properly.

>is there any way we can give that Cinquedea a bad day before it can get it's run on the Enterprise in?
Fighters or assault corvettes are the only thing you have that could reach it in a timely manner. It looks like the corvettes are going to be helping on this flank and thus will be busy.

Send a couple of fighter groups to target the Cinquedea/Help Enterprise? Or hold off until Odyssey and it's team have finished their mission? You did warn Big E, maybe they don't need the extra help?

[ ] Send fighters
[ ] Send Odyssey & Co when they're available
[ ] They'll probably be fine


I will be stopping here. have lots to do tomorrow. See you next weekend.
>>
>>40168354
>[Y] Send fighters
>[Y] Send Odyssey & Co when they're available

Thanks for running this weekend TSTG. I hope you'll manage to figure something out for your browser problems.

Might prove useful to put this last choice in a survey for this week.
>>
>>40168520
>Thanks for running this weekend TSTG.
You're welcome.

I hope the fleet battles thing isn't getting too dry.
>>
>>40168651
Its not.
>>
Did we bathe the capsule in Neeran blood before teleporting?
>>
>>40168354
Thanks for running, TSTG.
>>
>>40169032
Yes and some of your crewmen were less than pleased with that particular order.
>>
>>40169126
Where the fuck do we keep that much giant blood
>>
>>40168354
[ ] Send fighters

We just need to harass them here.

Second vote for >>40168101
>>
>>40168651
Loving the fleet battles, even though I never have the time to contribute to the thread
>>
>Alliance database secure information request
>Sonia Reynard, Alliance Fleet General
>Clearance Level: Ultraviolet

>Neeran Bio-sciences
>Searching...
>Clearance level confirmed

>General overview
“Despite the current situation of the war our Neeran allies have been incredibly reluctant to share anything useful about their bio sciences. They provided enough for the most basic treatment of wounded and little else.
We know from mission reports and a number of incidents that they’re capable of mind to mind communication via bio-neural circuitry in their ships. They’re also capable of detecting large groups of their their species over great distances, at least within a few AU but possibly much farther.

Due to the previously mentioned lack of cooperation science institutes are still struggling with analysis of parts of Neeran physiology despite knowing from battlefield experience how certain elements work.

As always Alliance personnel are encouraged to secure the remains of more powerful Neeran soldiers and officers in the best condition possible.”

>sub heading search: Reactor organ
>Overview: The “power plant” and organ responsible for the Neeran’s incredible ability beyond what should be physically possible. Samples from a wide range of Neeran dead have yielded dramatically different results even within similar age groups. Growth and development is believed to be directly linked to what parts of the body excess energy is channeled into. Physical changes within the brain have been noted depending on usage pattern.
Corpses recovered from an Isolationist ship have shown them to have higher potential power output compared to their Empire counterparts despite an overall relative lack of physical development.

All attempts to clone these organs have resulted in examples in a near non-functional state. Some experts have postulated that the cloned organs may require time to mature though as yet we lack knowledge of how to induce this.
>>
Well that's a bit of insight there.
>>
bump
>>
>>40174351
Please do not bump the thread.

Game will resume next weekend.
>>
>>40168651
>I hope the fleet battles thing isn't getting too dry.

It isn't. Although I feel like our crews might need a stretch of vacation once we're done fighting alongside the Terrans.

Also, could we:
-Send a bit of that Neeran armour our 20mm ammunition had trouble piercing to our armour company?

-See if we can get some trade deals with the Terrans going once we're about to leave their territory? For example, I remember reading even our regular torpedoes (and missiles) are pretty obsolete at this point, so a manufacturing license for something better might be nice.



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